About MillerMan (twitter: @redream_)
For managing to drink lots of MillerWater and still surviving the first half of LD48
Awarded by TheCreeperLawyer
on April 22, 2012
Hi everybody, here’s the timelapse I took while making my compo entry ‘Lucid’.
You can play the game here if you haven’t already.
Ludum is really fantastic, isn’t it? Well, I’m done for now. I have school in a few hours and I need some sleep
Check out my game ‘Lucid’ when you have a moment:
I’m getting ever closer the end, I can feel it! I just need to make a boss fight. Shouldn’t be too hard.
It’s been a tough 24 hours, but I’ve made some good progress. I had about 6 hours sleep (not too bad) last night, and I’m feeling refreshed and ready to go today!
Hi everyone! I’m back for my second time in Ludum Dare. The first time was a lot of fun, so why not?
Ultimately I’ll be looking to improve on my previous ranking (#68), as well as focusing on a few areas I didn’t do so well at last time.
Here’s my setup:
Framework: LibGDX + Base Code
Sounds: We’ll see how we go with this one, no idea at the moment.
Graphics: Paint.NET (Possibly photoshop?)
>> Play Tiny Conflict <<
Hi everybody! Since I finished my game I’ve had time to look at feedback and think over the progress of making my game. This was my first Ludum Dare, and my second game that has reached a playable state (The first one being my LD warmup!) So here’s my post-mortem.
What went right:
- After about 40mins of brainstorming, I had a good idea of where I wanted to go with the game. I found that the easiest way to come up with ideas was to draw something (see point 2.)
- I started off with some concept art! This was very helpful and I would recommend this to anybody starting a game. It gives you assets to use, a goal to work towards and most importantly, motivation!
- The underlying gameplay is very solid. I don’t even know how I did it, but that the end result is very fun and enjoyable to play.
- The game looks nice! I very much enjoyed making all the planets, and by picking at the art (I would make some art, code it into the game and repeat) I felt like I was making great progress.
- I managed to do well considering I had school on the final day of the compo, which cut about 9 hours off my total time.
- Physics and particles! The way that the planets bounce off of each other looks and feels very nice, and the particles which come from the collision are satisfying (see the quote from notch below.)
- I was very organised before the compo, with my base engine all sorted and ready to go. Honestly, if I didn’t do the warmup the weekend before I probably wouldn’t have made a game half as good as what I did.
- Music! I listened to tons of music as I was creating my game, and that helped somehow.
What didn’t go as well:
- The game severely lacked instructions. You were told in the beginning “Use WASD to move, and hover over planets for more information” but it never actually told you what the goal of the game was (oops!) or how to progress. If you did hover over the planets however, it would show “click to upgrade” or “click to migrate”, but that wasn’t nearly enough.
- I left a lot of things up to the last few (5) hours. I got to the final stretch, and I soon realised that I needed to rush to get it finished in time. This included the instructions, music, a bit more content (including art) and exporting and packaging my project. I somehow managed to do that all in 5 hours, but they were the parts of the game that fell short of the standard that I had set previously.
- The music was made with wolfram tones, and was pretty bad I removed it later because I wasn’t sure if WolframTones’ ToS allowed it to be used.
- Some people have trouble running the game, but I honestly have no idea why. Thankfully, it’s a minority group.
Here’s some advice from notch to anybody making games:
Game design protips: 1) More particles. 2) Shake the screen. 3) Flash anything that takes damage. 4) MORE PARTICLES!!! 5) PAAAARTIIICLEEES
Thank you for reading and I hope you enjoyed my game
Hi everyone! I’ve had time to recover since I submitted my game, Tiny Conflict, about 8 hours before the compo ended. It was extremely exhausting and I didn’t spend as much time balancing as I wanted to, but I am still very pleased with the result (especially this being my first Ludum Dare!)
I have posted a timelapse of the creation here:
And you can play/rate Tiny Conflict here:
Now to go rate about 1000 other games!
That was amazingly awesome. This is my first Ludum Dare, and it’s one I will never forget. Unfortunately I have school soon and I need to get some sleep, so I tried to wrap my game up. It did feel like a bit of a rush at the end.
Anyway, it’s called ‘Tiny Conflict’ and you can check it out here:
Today has been quite productive (maybe I’m panicking?) and I’ve added a number of useful and essential features. Probably the most important of them is planet collision! Getting the planets to feel heavy really added a lot of fun to the game. You can also migrate planets and watch the bacteria fly through space to their next port of call.
Here’s a couple of screenshots:
I’d have to say that particles are the most satisfying feature to add to any game.
The theme ‘Tiny World’ caught me off guard. I had spent some time looking over the possible theme winners and writing down some preliminary game ideas. I thought that Tiny World was unlikely to win (and I couldn’t think of anything) so I skipped that.
Anyway, when the theme was announced I was slightly shocked. I got started straight away and spent about 45mins brainstorming possible ideas before settling on one and making a small game concept. 5 and a bit hours later, and I have some progress.
The game is going to be about a couple of bacteria who are bored of their current asteroid, and decide to populate and control the universe while migrating from planet to planet. I won’t spoil too much yet.
Good luck to everybody else in Ludum Dare 23!
I just finished my warmup game for LD23, and it’s called MayorVille. It’s a fairly basic town sim, where you have to balance unemployment, population growth and funds.
Check it out here.
Well, this is going to be my first Ludum Dare and I thought why not start on the 10th anniversary? I’m already working on my warmup game (Basic town simulator thing) and I’ll probably post that later today.
Here’s what I’m using:
Framework: LibGDX, along with my base code for input and rendering.
Sounds: I’ll probably figure this out 5 mins before the deadline. Might be sfxr or something completely different.
Good luck to everybody entering this time around!